The game is made to enact real world changes. Once those changes have been completed, repeated playthroughs would be pointless. For example (relevant to the four word ingredients), getting an individual or individual covertly across a border, curing a disease.

I did this: The game is about working out what the rules actually are.And this: The game specifically prohibits stopping playing it. The only way to stop is to break the rules.In a game I wrote called Reality. But I can't use that. Sadly someone already thought of Russian Roulette too, so that's out.So now I'll just do this: The game culminates with the end of the universe. The actual universe.

Ideas:The game takes a lifetime to play.You play the game when you turn a certain age. Perfect for a mid life crisis game.

I'm working on a game with puzzle aspects... once the premise of the game is understood players are empowered to stop playing. The sooner they decide to , the "better" then ending.

The problem is.. play testing that experience is going to be intensive needing lots of people, and I'm not sure I want to invest a ton of time making a game I can't even play with my friends more than once.

The game is tied to real life time or date.-The game is about the supposed 2012 apocalypse. If it happens, then you can't play (because everyone is dead). If it doesn't happen, you can't play (because the apocalypse has passed). -The game uses the date and time in the mechanical resolution, and esults past a certain point lead to divide by zero errors.-The game is a birthday present for someone and will be played on their birthday and that day alone.

There is only one (not reproducible) copy of the game in the world, and you have to give it away after one game.

The game must be played by everybody at a precise date and time, that is so tied to the game that can't be postponed or changed.

The game is tied to something you have to do for the first time in your life (your first date, your first kiss, your first sex, the birth of your first child, your first divorce, your first fistfight, etc.)

There is only one (not reproducible) copy of the game in the world, and you have to give it away after one game.

This seems gimmicky to me (why can't you make additional copies?). Unless the sole copy is a physical artifact that changes during/after every play. So, like, if I made a dungeon crawl game, the player have the ability to mine new passages and close off old passages. Every play changes the map. And there are rules for seeing how the aftereffect of your adventure create a situation for a new group's adventure. After you play, you do the traditional GM prep work, then send the game on to a separate group for them to play, prep and send on again. Then each copy of the game becomes a living, unique thing.

There is only one (not reproducible) copy of the game in the world, and you have to give it away after one game.

This seems gimmicky to me (why can't you make additional copies?).

This is a brain-dump, so anything goes... for example, the game could be a physical artifact that cost a lot of money, for example more than 50.000 dollars to create (gold and diamonds?) raised with Kickstarter from would-be players that enter a list. You have to give the game to the next one in list or you have to refund all the money..

But you made me think another way:

- The game is destroyed, but during play you create another copy that you can't play (maybe playing require you don't know how the game was made) that you give away (resell?) to other players.

Or maybe is enough that the game is destroyed and you create another one playing it: after all, if you play again with the new copy, is not the SAME game...